TY - JOUR
T1 - Collaborate and share
T2 - An experimental study of the effects of task and reward interdependencies in online games
AU - Choi, Boreum
AU - Lee, Inseong
AU - Choi, Dongseong
AU - Kim, Jinwoo
PY - 2007/8
Y1 - 2007/8
N2 - Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.
AB - Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.
UR - http://www.scopus.com/inward/record.url?scp=34548273598&partnerID=8YFLogxK
U2 - 10.1089/cpb.2007.9985
DO - 10.1089/cpb.2007.9985
M3 - Article
C2 - 17711370
AN - SCOPUS:34548273598
SN - 1094-9313
VL - 10
SP - 591
EP - 595
JO - Cyberpsychology and Behavior
JF - Cyberpsychology and Behavior
IS - 4
ER -